Foundation cover
Foundation screenshot
Genre: Simulator, Strategy, Indie

Foundation

Patch 1.9.4.7 Is Now Available!

Hello everyone!

Patch 1.9.4.7 has been applied to the game.

Here are the details:

Fixes


  • Crash after switching from the Refectory to a Dorm (Monastery) and adding a new part
  • Crash on load under specific conditions

Thanks and have fun!

Patch 1.9.4.6 Is Now Available!

Hello everyone!

Foundation has just been patched to version 1.9.4.6.

Here are the details :

Improvements


  • Levy mandate now hides unavailable villager statuses instead of displaying a 0 value for them
  • Villagers can now consume resources from markets even while they’re paused or if no market tender is available
  • Sold and bought quantities from unlocked trade routes will now update in real-time without requiring a refresh of the Book window


Game Balance


  • Halved territory upkeep and upfront costs
  • Decreased the upfront cost of the following:

    • Goods Stall (50 to 25 coins)
    • Luxury Goods Stall (150 to 50 coins)

Fixes


  • Workplaces’ capacity changed upon reload
  • Players were able to promote villagers despite not filling up all of their needs while following the onboarding quests
  • Builders could become reserved for a project and never work, which prevented masterpieces from being completed
  • The building zone of mineral deposits (from generated maps) was incorrect
  • Town Tales could be triggered upon loading a save even if not intended (ex: Coins Surplus)
  • Crash when destroying a building under specific conditions


Modding-specific


  • Crash after loading a game with an updated Livestock Farm mod (version 2.0.25+)

Patch 1.9.4.5 Is Now Available!

Hi everyone!

Patch 1.9.4.5 has just been released.

Here are the details:

Fixes


  • Beautification value for sub-buildings was doubled on reload
  • Monument snap with houses could cause monuments to be flipped on their side
  • Great Hall parts displayed the wrong description
  • Occasional crash while editing buildings


Modding-specific


  • GAME_CONDITION_RESOURCE_LIST_PRODUCED function is now available
  • Expose ResourceList in BEHAVIOR_TREE_DATA_RESOURCE_PRODUCTION
  • Fixed a bug where workers wouldn’t reach workplaces if their inputs were full

Patch 1.9.4.4 Is Now Available!

Hello everyone!

Patch 1.9.4.4 has just been released. Here are the details:

Game Balance


  • Butcher and Fishing Hut’s output was modified:


    • Increased Butchery’s output from 4 to 5 meat
    • Decreased Fishing Hut’s output from 8 to 7 fish

Improvements


  • The following workplaces now clear grass under their position:


    • Blacksmith
    • Coal Hut
    • Iron Smelter
    • Weaponsmith

  • The Map Generator’s sliders tooltips will now be displayed when hovering over the icon in addition to the name label
  • The advanced onboarding linked to a lack of tools will now trigger if:


    • Tools are not set to be purchased nor assigned to a Warehouse
    • Tools are set to be purchased but not assigned to a Warehouse
    • Tools are not set to be purchased but assigned to a Warehouse

Fixes


  • The Promotion Mandate was greyed out in the mandates list on older saves despite its cooldown being over
  • Deleting the Berry Brew sub-building while tracking Berries caused a crash
  • A modded Great Hall sub-building prevented players from promoting individual villagers
  • Reaching a Prosperity of 10 triggered a notification players should only see a bit later
  • Clicking on the confirmation button to destroy a building or part after dismissing its window (backspace, right-click or close all windows) caused a crash
  • Clicking on the confirmation button to switch a sub-building’s function after dismissing its window caused a crash


Thanks for playing and see you soon!

The 1.9.4 Progression & Balancing Update Is Now Available!

Hello everyone,

After weeks of testing and refining, we are happy to merge Foundation’s latest experimental version to the main game. This update brings significant changes in the form of game balance and added features. As such, it is advisable to start over; while previous saves will indeed load, some of the work introduced in this update will undoubtedly disrupt villages’ productivity, happiness and more. That said, there’s a lot to be excited about with 1.9.4. Read on for all the details!

New Meat Production Chain And Additional Food Need



The Butchery, a brand-new building unlocked in the first tier of the common progression path, has been added to the game! This means boars are now much more useful as a resource: after placing Hunter’s Huts near dense forests, you will be able to capture the animals. Then, butchers will turn them into meat to be consumed at your markets or sold to traders.

Such a change fits nicely with the fact that villagers—including Serfs—now require two different food types to be happy.



Tavern Overhaul And New Entertainment Need



The Tavern has undergone significant changes in this newest version of the game. You are now able to create berry brews—a special drink made of berries and water—at the Berry Brewery. Served alongside a delicious meal, this is sure to be a hit among your people!

Introducing a new drink serves two main purposes: adding variety and perhaps more importantly, letting you deal with the fact that commoners, citizens and soldiers now require to be entertained! This new need affects happiness, so you want to make sure concerned villagers can quench their thirst.



Progression and Balancing Changes Overview



Update 1.9.4 features a trove of progression and balancing-related changes. Here’s a quick glance at what you can expect:

New Features




  • Butchery workplace and meat resource
  • Entertainment need, berry brews and berry brewery workplace at the Tavern
  • Levy mandate
  • Kinstone Abbey trade route
  • Discoveries
  • New advice
  • New action bar shortcuts for mandates and village aspirations
  • Quick promotions
  • Resources linked to some workplaces are now displayed on click


Balancing Changes




  • Tax Office was moved to the Labour progression path
  • Additional food need for villagers
  • Villagers have a chance to leave starting at -25% happiness
  • More workplaces now require higher villager statuses
  • Removed residential availability from immigration factors
  • Trade routes have added resources to buy and sell from
  • Adjusted plenty of building construction costs
  • Events have been improved across the board
  • Several unlockables have been moved around
  • Your second territory no longer has an upkeep cost


The exhaustive list of changes can be found in our game design changelog on our official website.

Levy Mandate



Update 1.9.4 adds a new way to access “emergency funds” with the Levy mandate. Activating this mandate grants you a large quantity of coins at the cost of villagers’ happiness. The debuff is applied for a set duration (currently: 30 days) and stacks should you activate the Levy multiple times. Use with caution!

The Levy mandate has been added as a result of the Tax Office function now being exclusive to the Labor progression path. Our design goals with this change is to further associate taxes with this estate and encourage better decision-making regarding early to mid-game profit.



New Trade Route: Kinstone Abbey



A new, Clergy-allied trade route has opened! Merchants from Kinstone Abbey sell a variety of useful and rarer resources such as gold bars, gems or marble. They’ll be looking for herbs, honey and planks to name a few. Unlocking this trade route requires you to produce manuscripts at the Scriptorium.



Enhanced Transport



Our engine team has been hard at work developing behind-the-scenes optimizations for Foundation. Chief among them is our rebuilt transportation system that is being rolled out as part of this update.

Before, villagers sometimes had to travel long distances to satisfy their needs and seek resources, which was more obvious while facing shortages. This led to scenarios where villagers would cross the whole map—so to say—just to reach a market or specific building like a warehouse or a church. Not good.

From now on, our transport algorithm further favors local management of resources and needs. To put it in more concrete terms, villagers will associate with markets or buildings near where they live. The same principle applies for production chains: a weaver hut requiring wool will get it from the closest available warehouse stocking some, itself linked to the closest sheep farm—effectively giving a whole new meaning to “hubs” within your villages. They will operate in a much more satisfying and natural way.

Map Generator Improvements



We are pleased to share an updated version of our map generator. When we first released this feature, we got a lot of feedback about terrain that felt a bit too bumpy, so we started iterating on a new version of this tool that would allow for flatter topographies. We took this opportunity to add several new configurable parameters as well, in order to have maps feel even better than before.

Each map type has its own set of parameters you can adjust to your wishes. For instance, the Fluvial map type lets you modify the following parameters:


  • River
  • Island
  • Slope
  • Cliff
  • Promontory
  • Hill




If you are particularly happy with one of the procedurally generated creations, here’s another bit of good news: you will be able to easily share them thanks to a unique map code system! Input the alphanumeric code into the designated space, click the confirmation button and voila: you have a new world to settle in!

Adjustments to Job Requirements



Several jobs now require more advanced villager statuses. In previous iterations of the game, you could (mostly) ignore promotions and still manage to get all production chains going. However, we feel like some jobs should require a bit more investment and decision making before your villagers can access them.

Two examples of jobs adjusted to the new reality of higher status requirements are the Tax Collector and Bailiff, which now require Commoners at a minimum.

Important Changes to the Promotion System



As you will now spend a lot more time dealing with promotions, it no longer made sense to limit this function to once every 30 days. Hence why with 1.9.4, we’re introducing two important quality of life changes regarding promotions:


  • You can now use the promotion mandate at will
  • You can now promote villagers directly from their detailed information window




Advanced Resource Tracking



This update also introduces easy identification of resources in the world from select workplaces such as the Hunter’s Hut. In this example, selecting the building reveals where boars live on your map. Using the Extraction paint tool produces a similar result, displaying available berry and stone sources, so you can plan your village accordingly.





New Take on Immigration



Immigration waves will now feel more rewarding and steady across the board. Previously, passersby would take into account multiple factors before deciding whether or not to join your village. One such factor, housing, has been completely removed from the equation, effectively softening the difficulty associated with immigration.

Another change we made is that unless your immigration rate is nil or disabled, you will always get a minimum of one newcomer per immigration wave.

Discoveries



Foundation is a city-building game with quite a lot of interconnected systems that you learn to master over time. We want to make sure this doesn’t hamper your fun nor prove too daunting, so we thought of an additional tool to help you learn the ropes: discoveries.

Crucial systems or concepts are now accompanied by one-time notifications whose stated goal is to provide assistance in a concise way. We are confident this new feature, in addition to help topics, will answer most questions that may arise while playing.



General Changelog



New


  • Meat production chain with the Butchery
  • Entertainment need
  • Berry Brews at the Tavern
  • Levy Mandate
  • Discoveries
  • Environmental Resource Display

    • Berries
    • Fish schools
    • Stone nodes
    • Boars
  • Advanced onboarding
    • Food diversity
    • Enacting the Mandate Levy
    • Leaving villagers



Improvements


  • Auto-assigning higher status villagers to workplaces will not demote them anymore
  • Transport behavior has been enhanced, a change that will be most noticeable with larger villages. The algorithm now focuses more on local ‘resource hubs’, which should fix workers traveling great distances to do their job


Updates


  • Help topics

    • Housing
    • Generating revenue
    • Immigration
    • Markets
    • Promotions
    • Trading
    • Trade routes
    • Villager Happiness
  • Localization


Modding


  • Exposed missing unlockables
  • Exposed Butcher-related assets (job, building, etc.)
  • Exposed Tavern buildings
  • Exposed Master Builder job (Crafter Workshop)
  • Exposed Kinstone Abbey (trading village)
  • Exposed Jeweler’s workshop building part
  • Exposed Entertainment need
  • Exposed missing Happiness factors
  • Added members to GAME_RULE_MODIFIER_WORKPLACE_RECIPE
  • GAME_ACTION_APPLY_GAME_RULE: OptionalDescriptor field no longer optional (renamed to Descriptor)


Fixes


  • Common Resources mod interfered with housing placement and prevented them from being placed
  • Masterpieces couldn’t be added to Churches
  • Crash when selecting a Monastery with a Modest Facade

Experimental Update 1.9.4.2 Is Now Available

Hi everyone!

The experimental branch has been updated to version 1.9.4.2. Here are the changes:

Improvements


  • Butcher tarp material
  • Hovered discoveries now override the display of pinned Quests and Aspirations
  • Building ordering, including Walls and Common Decorations
  • Polished Basin Common Decorations miniature


Game Balance


  • Increased Wood starting inventory from 40 to 60
  • Serfs can now be Millers (previously: Commoners+)


Modding


  • Exposed Kinstone Abbey
  • Exposed Butchery building part
  • Exposed Jeweler's workshop building part
  • Exposed Entertainment need
  • Exposed missing Happiness factors
  • GAME_ACTION_APPLY_GAME_RULE’s descriptor is not optional


Fixes


  • Longer contextual titles weren't displayed correctly
  • Unlocking a hidden achievement hid the Dedicated to the Labour! (HARD) achievement
  • The Happiness factor debuff wasn’t being applied when a villager was missing their second source of food or goods, as long as the first was fulfilled
  • Discoveries now open the appropriate Book page or build option
  • Service need no longer has a local radius
  • Masterpieces couldn’t be added to Churches
  • Misaligned preview build watermark
  • Village Aspirations typo


Thanks for playing!

Experimental Update Featuring 1.9.4 Content Is Now Live!

Hi everyone!

As Update 1.9.4's release date draws closer, we want to let you play with the new and updated features a bit ahead of time.

While the full changelog and blog post will be shared later, here's a glimpse of what you'll find in this version:


  • Major Map Generator improvements, including the ability to use sliders to customize your maps
  • Enhanced transport algorithm for easier management of bigger villages (think 'resource hubs')
  • Discoveries that provide you with tips and general knowledge about the game and its systems
  • Advanced resource tracking in the world from select workplaces
  • And more!


This is of course in addition to what the experimental build already introduced from 1.9.4. We're talking:


  • New meat production chain and Butchery
  • Tavern overhaul and Entertainment need
  • New Levy mandate
  • Additional job requirements for several workplaces
  • New Kinstone Abbey trade route
  • Promotion from villager windows
  • Balancing changes, more quality of life improvements, etc.


We hope you have fun rediscovering the game with this fresh content. We can't wait to read what you have to say about it!




Patch 1.9.3.4.0420 Is Now Available

Hi everyone,

Patch 1.9.3.4.0420 is now available.

Here’s what’s included:

Fix


  • Crash caused by having a nun as a Bailiff on pre-1.9.3 save files


Thanks for your time and enjoy!

Patch 1.9.3.3.0419 Is Now Available

Hello everyone!

Patch 1.9.3.3.0419 has been applied to the game.

Here’s what’s included:

Fixes


  • The overall upkeep cost of monuments wasn’t tallied in the budget when a new part was being built
  • Modded buildings with a Great Hall did not unlock Mandates

Experimental Branch April Update

Hello everyone!

Foundation’s experimental branch has just been updated. Below you will find a changelog with all the details about what’s included.

If you’re interested to give this version of the game a try, here’s how:


  • Open Steam
  • Right-click on Foundation from your game library
  • Click Properties
  • Click Betas
  • Choose experimental_tavern_taxation from the dropdown menu
  • Reload your game


Changelog



Game Balance



Workplaces


  • Increased Bakery's Bread output from 8 to 9
  • Increased Brewery's Beer output from 2 to 3
  • Doubled the Beer Brewery's intput storage
  • Reduced Butchery's Meat output from 5 to 4


Trading


  • Swapped Myddle's Boar for Grapes
  • Reordered Northbury's resources


Meat production


  • Increased Butcher Boar input storage from 10 to 20
  • Increased Hunter's Hut production cycle from 20 to 30 (pre-prototype value)


Cloth


  • Increased selling of Cloth from 1 to 2
  • Increased buying of Cloth from 3 to 4


Wool


  • Reduced Wool output of Sheep Farm from 3 to 2 (pre-prototype)
  • Reduced Wool input of Weaver Hut from 4 to 3
  • Adjusted Wool storage input of Weaver Hut from 40 to 30


Clothing production


  • Reverted cycle time to pre-prototype
  • Increased Wool production at Sheep Farm from 2 to 3
  • Increased Wool cost at Weaver from 1 to 4
  • Increased Weaver and Tailor input storage to 40


Common wares production


  • Reverted to 1 cycle of 30s instead of 2 cycles of 20s


Tier 2 upkeeps


  • Reduced Wheat Farm Worker upkeep from 2 to 1 coins per worker
  • Reduced Sheep Farm Worker upkeep from 3 to 1 coins per worker
  • Reduced Weaver Hut Worker upkeep from 3 to 2 coins per worker
  • Reduced Stonemason base upkeep from 10 to 8 coins
  • Reduced Tailor base upkeep from 10 to 8 coins
  • Reduced Wheat Farm base upkeep from 5 to 4 coins
  • Increased Bakery base upkeep from 5 to 7 coins
  • Increased Windmill base upkeep from 5 to 6 coins


Bread production


  • Increased Farm's Wheat value per gather to 0.065
  • Increased Bread output at Bakery from 9 to 12
  • Increased Windmill's cycle time from 15s to 30s
  • Doubled Windmill's recipe from 4 Wheat to 1 Flour to 8 Wheat to 2 Flour


Myddle


  • Replaced Myddle's Flour for Beer


Taxation advanced onboarding


  • Increased minimum coins from 100 to 200 for the taxation onboarding


Tools advanced onboarding


  • Removed Warehouse storage condition for the NoTools onboarding


Updates


  • Meal icon
  • Berry Brew icon
  • Kingstone Abbey heraldry
  • Levy Mandate illustration


Fixes


  • Bailiff selection didn’t take villager status into account
  • Common Resources mod prevented houses from being built
  • The ‘Gain influence with one Estate’ and ‘Revise one Estate Privilege’ wouldn’t let players choose the Clergy or Kingdom options